http://dbd.game/killswitch
Does "duty of care" exist?
- I've played a lot (both killer and survivor roles) since Orela dlc, but i've literally NEVER seen anyone use "duty of care" (except Orela adept). it's possible that as it often happens in this forum, players can't get a clear idea of a perk and its real use in "everyday games" and it gets overrated? the same happened with "blood rush" and (it makes me laugh) "still sight", two really mediocre perks but declared as "op". Duty of care is a decent perk but really niche, suitable ONLY in specific builds or for making funny videos on Tiktok/Youtube, in my opinion it was clear since its release in PTB. Babysitter (for example) is an extremely strong and quite often used perk, but I've literally never seen any killer complain about it.
Comments
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9/10 if a streamer like you know who calls a perk OP, it isn’t going to be seen in almost any of your lobbies. I don’t know if they purposely do it as click bait for YouTube views or not, but the meta very rarely changes. Most of the perks called ‘OP’ are only really good if you’re playing on mic with a SWF and even then there’s much better options.
22 -
I mean it is really strong but you can only have 4 perk slots. Need to have
1. Windows of Opportunity to play the game for you and turn off your brain
2. Decisive Strike anti tunnel but if the killer doesn't tunnel congrats you can body block with it or enjoy the killer playing less efficiently
3. Unbreakable so you can get up if the killer counters your DS body block. You can also negate all pressure from a killer trying to slug and snowball
4: Some sort of giga buffed healing perk like Resurgence or Botany or an Orela perk that lets you heal in 2 seconds
See no room for Duty to Care
-31 -
Nearly all of my matches i see it, then again, thats when I'm bringing it ha. It's ridiculously overtuned, and it practically makes your entire team immune to ever going down if they are an m1 killer without mobility. I mix it in with the shadows perk that let's you heal yourself in the basement and the other perk they extends your "just injured" movement speed duration. We had a nurse in the hawking laboratory. We'd push a gen, I'd bodyblock and take a hit, and everyone would be at the far end of the map by the time duty would expire. Once she ran out of gen regressions, she DC'ed because our entire team was completely untouchable. Im extremely surprised I don't see this on everyone's loadout. It's one of the most broken perks since the original made for this or the original eruption.
The downside is that its not great vs mobile killers on outside maps, but inside maps, your team will never go down if you know what you're doing and also pair it with basement heal perk so you can patch yourself up and keep taking hits.
Edit - to clarify, I mostly play solo queue. Probably 90% of the time.
-10 -
It requires someone taking a hit for their team mate, which isn't overly common among solo players (who make up the bulk of the playerbase). So yeah, it's unlikely to have a high pick rate.
6 -
I genuinely have no idea what this perk does.
9 -
I run it in my Medic build especially when I know a specific teammate needs some distance.
-2 -
I would be genuinely interested in the "orela perk that allows me to heal in 2 seconds". I looked through her perks and just couldn't find one that gives me anything close to that much healing speed.
6 -
Gives your entire team near you free sprint bursts without any exhaustion if you get injured. Someone injured and in chase? Just bodyblock. They now cannot be downed unless they don't know how to loop, as it'll guarantee they get to a loop.
-16 -
the average person goes down in 5 seconds (thanks maps) so all this perk does is allow survivors to " run it down mid " and feed.
it really does need overcome and other things for it to work in the average lobby
8 -
17
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You get a protection hit, the person you are protecting gets a half sprint burst.
1 -
Yes, most of the time it is Clickbait. Even tho, there are variations of it, sure there are people who post in Caps and write "THIS PERK WILL CHANGE DBD FOREVER!!" or "KILLER WILL BE IMPOSSIBLE". But the most popular ones do it more mild, like saying that they are "worried" that a Perk might be too good or that it can be "potentially nasty" or "problematic".
But this is also just engagement farming, because people in the comments will talk about that. Some because they agree, others because they disagree.
@Topic:
Duty of Care is only really good in a coordinated 4 man SWF. And those benefit more from other Perks. Let alone that those are really rare. And that it only works in that scenario is a huge red flag for a Perk and automatically makes it "not good" in my opinion. IMO for a Perk being good several things must be fulfilled:
- It needs to be good on its own. Yes, there are good Perk Combinations, but IMO once you have to play more than one other Perk to make the Perk in question work, it already becomes too much and too inconvenient to use.
- It needs to have a simple activation requirement or simple to use. Having to offer your first born child during full moon while dancing in the woods with a monkey paw in your left hand is basically the level some Perks are.
- It needs to be good while being Solo. There is no point in playing a Perk which requires you to play in an SWF.
If ALL of those things are fulfilled, you can CONSIDER a Perk. But then it would still stack up to the Meta, which is really, really old and stale, since Survivors barely get good Perks. Most of the time when people use good Perks it is just preference.
Made for This was an example of a Perk which fit all those categories - you did not need another Perk to use it (unlike nowadays, where you have to pair it with at least another Perk which grants you Deep Wound). The activation requirement was simple since you almost always become injured in a Chase. And last but not least you got the same Benefit from it when being Solo compared to being in an SWF.
Duty of Care does not really fit that, since at least the third point is not fulfilled. And this results in a whopping 1,5% pickrate for a Perk which would be so oppressive and so OP.
8 -
Duty of Care is apparently so op that no one uses it.
12 -
i used to run it but i just run do no harm since it makes healing slowdown a joke and that's w/o botany or resurgence
-1 -
I mean survivors in general and healing other teammates. Do No Harm facilitates that. The devs nerfed medkits and healing speed so hits would be more impactful to help killers spread pressure but then giga buffed resurgence and botany and introduced more healing perks so survivors can just snap their fingers and they're healed once they get off hook. I ran a build with Leverage and Sloppy and it did ######### all against healing speeds
-6 -
Thanks friend!
I gotta say that doesn't seem even close to being an actual good perk. The way the discussion was going, I was expecting something stronger.
7 -
It's really a coordinated SWF perk to try to force you to 12 hook like shoulder the burden. It basically dunks on all the crappiest killers in the game but does nothing against the best ones. Probably why it really isn't used by the sweats too much. They don't need it vs Trapper Pig Freddy etc
-4 -
It's useless against top tier killers duh
- Nurse can't be bodyblocked
- Blight is to fast for the difference to matter
- Same with Ghoul
- Same with Dracula
- Same with Twins
- Houndmaster counters bodyblock with snug
the list goes on
9 -
Luckily, that perk is so nasty that I would have stopped playing if it was popular. It requires some coordination and teamwork, but as soon as you meet someone who knows how to take advantage of it, you're going to suffer an extremely anoying match.
The same could be said about Shoulder the Burden, it's a perk that is hardly used, but when the survivors know what they are doing it dictates the absolute pace of the game.
-4 -
A lot of the new perks sound cool on paper or are strong in very special conditions - or SWF.
Normal players won´t take a hook stage from another player for example. They have enough to do to survive themselves.
They use bread and butter perks which are useful most of the time.
We already have to much perks and new ones are mostly variations of old ones. But often not well thought out imo.
2 -
Honestly the only way I can see anyone using this outside of SWF is in silly mettle of man builds.
4 -
For what it's worth, escape rates are actually very high. For a balanced game of 1 player facing 4 opponents, and those opponents all only have a single opponent (the 1 player), the escape rate would need to be 38.5% for a fair game. However, BHVR's recent stats show that experienced solo\duo\trio escape rates on average at in the low 40's, while experienced 4 man SWFs are at 48%. All of these - even solo queue - is above the 38.5% balance rate.
-12 -
Therr are many strong perks, which never get used. No communication in solo que is really problematic and many players also dont have the experience/game sense to know whats happening.
Its even a pain to use deliverance. I need to unhook instantly into the killer to get value.
A good example was Buckle Up + FTP. Rarely someone used it at the start and it also failed bc people crawled on the ground. Then it got used more and more and even randoms started to expecting it. Was still an insane combo from the start, but so much stronger if you were atleast a 2-man-swf.
But yh really good players dont use those perks if they play for real. They want perks which help against s-tier-killer. Not perks, which make it easier against the rest of the rooster.
0 -
Not this again…
This math has been debunked so many times, if you are STILL repeating this method, you are intentionally misleading everyone.
12 -
I find it quite funny that you mention that Babysitter is overpowered (it is not) and then in the same sentence say that Survivors dont want to run altruistic Perks, since Babysitter is a purely altruistic Perk.
And your post in general is just outright wrong. One thing is clear - Killers overreacted (once again) when Duty of Care came out, panicking and maybe trying to bring the Devs to give some "compensation" to Killers. And once again the Perk turns out to be mediocre at best and barely used.
Then your "argument" about Survivors not running altruistic Perks… You already contradicted yourself with Babysitter, but here are a few Perks which are altruistic and used more than Duty of Care (1,5% on Nightlight):
- We Will Make it, purely altruistic, 8,34%
- (You might want to argue that Flashbang and Background Player are altruistic since they are used for Saves, both sitting at 4,91 and 4,07%, but I can see them not count as purely altruistic, even tho it is about saving others)
- Were Gonna Live Forver, altruistic, 3,85%
- Do No Harm, purely altruistic, 3,64%
- Saboteur, one of the weakest Perks in the game, 2,04%
- Breakout, 2%
- Babysitter, purely altruistic, 1,92% (OP-Perk, but only used so little? Strange…)
- Reassurance, another Perk where Killers were scared of and panicking (this time suddenly caring for Survivors being held hostage, lol), purely altruistic, 1,58%
- Autodidact (lol), 1,55%
And finally, Duty of Care at 1,47% usage, the 59th most used Perks, even lower than the first Perk Slot being empty and around 10 altruistic Perks above it.
So OP. Much wow.
And one last argument against your point of Survivors only running Perks which benefit themselves… Before Basekit-Endurance was a thing Borrowed Time was one of the most and at one point THE single most used Perk… A Perk which only protects the person being unhooked.
10 -
Even if they weren't op, both duty of care and babysitter are super unhealthy. 15% and 25% difference can only be dealt with by the stronger killers and have no counterplay from lower tier killers:
- Blight , Ghoul, Nurse, Billy don't struggle that much because they can make the distance difference lost way quicker than anyone in the cast
- Every other killer in the cast literally can't chase because they are balanced without bursts of speed taken into account
this perks just incentive playing the top tier killers reducing variety.
-9 -
- sorry, so every perk (and addon) that offers "haste" to the killer should be removed for balance reasons. The amount of "haste" perks has grown exponentially over the last two years
2 -
If we follow this argument, we should close DBD. EVERYTHING in the game hinders low-tier Killers more than it does high-tier Killers. This is something which cannot be changed, since everything which globally affects Killers and/or Survivors will make bad Killers worse compared to good Killers (if it benefits Survivor) or it will make good Killers better compared to bad Killers (if it benefits Killer).
And well… Even if Babysitter grants a lot of health, a Trapper also has the ability to go after the Unhooker instead of the unhooked person… If they decide against it and go after the unhooked Survivor it is a decision the player made and then they also have to deal with the consequences.
8 -
Quite good if you play with friends one hit gets you free sprint burst, but like most perks its not that good alone because team without coordination barely will use it one time.
-2 -
Many players want to play against weak killers because they last longer and is easier to escape. As domeone mentioned above nothing like this hinders strong kilers, they can counter it with one move like nothing. Thats shy i dont get devs took so long to buff a little some killers like mayers ( I know he is licensed but he is in game like six years) .
-4 -
And yet some of the strongest Killers are some of the most favorite Killers to go against. E.g. Billy. Wesker as well, people only disliked Wesker because he was so common. And other Killers which are weak (Skull Merchant) or on the weaker side (Legion) are some of the most unfun Killers to go against.
Strength =/= fun.
7 -
I'll disagree with Wesker slightly, my dear friend, because it isn't due to his popularity that I genuinely hate this killer.
But overall, I agree. A character being powerful doesn't mean they're unfun to play against, and vice-versa. It really depends on how the character is designed.
-1 -
Its as always. If there is something that doesnt seem right for killers they cry a river that it will be an OP perk. And magically, nothing ever happens afterwards. Killer bias at its best. And just shows that most people lack game sense.
2 -
The perks main use is for bully squads or swfs with good players. just like shoulder the burden. that's why you wont see it much. unless you go killer with 100% winrate
-2 -
Fun maybe but take a blight in example you have less chances to loop him or survive the match compeared to ghoul who is hated almost like skull merchant, blights strongest tech (hug tech) was removed but was loved by many survivors even when it took same skill as playing ghoul to pull and it was super strong for no reason. Now compeare it to weskers hug tech, its super skillfull and hard to pull of (depends on fps but thats anothert thing) and it has counterplay just dont hug loop. Blights hug tech was op as hell, made him to outplay almost every loop but he can still do it without it.
-2 -
He is one of the most balanced killers in game. He isnt crazy good if you dont use egg and know his techs. With all he can offer he is low a-tier but on avarage he is higher b-tier. Fun but not crazy op.
-1 -
It can absolutely be changed. Lower tier killers need buffs to make them viable at high mmr. That would benefit everyone - more killer variety instead of blight and nurse every other match. There's two teams of players here, both killers and survivors, and both are just as legitimate as the other for balance. Killers are specifically targeted to effectively and told by BHVR they aren't allowed to play certain killers at high mmr if you want a fair experience. Imagine if survivors were told something similar, perhaps no toolkits or medkits allowed, there would be an absolute uproar.
It's a problem that should be fixed. More killer variety would be great for both kinds of players.
BHVR occasionally offers minor, very minor buffs to weak killers, but they are way too shy to give them any significant buffs to actually make them viable at higher mmr.
-2 -
I remember when he who must not be named called Elodie locker trick perk "OP" and had a meltdown about it and… well… nobody uses it and no killer falls for it :S
1 -
How bad are you at the game that Babysitter prevents you from tunneling? Just hold W until you catch up bro, it doesn't last long and you have all match to tunnel that survivor out. You can do it little bro.
0 -
So I have used this perk in a few matches and it was really effective when I and my team weren't playing bad. Played against a ghoul and I caused him so much distress that the game ended up getting to 1 gens by the time he had 2 hooks (both of them were hooks on me cause I was playing bad) so if you can manage to get a team with survivors that can hold the killer for a decent time while you self care with botany then it can be the difference between your team winning or losing. Although I would bring a flashlight just in case your team isn't good at surviving.
-1

